-
Posts
189 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Blasty McBlastblast
-
totm nov 2023 SpaceX Discussion Thread
Blasty McBlastblast replied to Skylon's topic in Science & Spaceflight
Inviting artists, musicians, and film makers along is fiendishly clever! How better to reach into the dreams & aspirations of the masses than by co-opting the very people who already control what we see and hear all day long? -
totm nov 2023 SpaceX Discussion Thread
Blasty McBlastblast replied to Skylon's topic in Science & Spaceflight
spaceX should have gotten bongo cat in to play this music live! -
Things to do and find on Kerbin?
Blasty McBlastblast replied to GeneralShaw's topic in KSP1 Discussion
Here are some ideas for aircraft: make a craft with very low landing speeds that will allow you to land anywhere to do science; for example try to land on the mountain tops west of the space centre. make a high speed, high altitude, long range craft with only low tier parts. build a reliable cargo plane that can deliver other vehicles to remote places, make sure it flies well both empty and full. fly a aircraft under the R&D walkover. replicate a real world aircraft using stock parts launch an orbital rocket from an aircraft flying at high altitude for rolling vehicles: go for a long drive, maybe even all the way around the planet! enjoy the scenery, relax, take in the views, and meditate on what it means to be an overland explorer. make a train! rig up a towing hitch and haul as many carriages as you can, be careful going down hills though! perform some stunt work by creating ramps to jump your cars off of. use a truck to deliver a rocket to an impromptu grassland launch site, and then find a way to stand the rocket upright for launch. feeling aquatic: make a boat and set sail across the seas, yarr! create a submarine to explore the limits of the ocean. launch a rocket from a submerged submarine. for rockets: test your skills by doing a powered landing on the roof of the VAB, no aero parts allowed! no reaction wheels also for extra challenge. grassroots rocketry challenge: assemble a rocket on the space centre lawn, fuel it, load the victims pilots, and launch! destroy every KSC building with pre-aimed rockets in a single launch -
A simple selfie by the temple.
Blasty McBlastblast replied to Triop's topic in KSP1 Challenges & Mission ideas
What a lovely challenge, and a great excuse to build a replica craft for the occasion! I present my take on the "F15e Strike Eagle" https://kerbalx.com/blasty_mcblastblast/K-15e-Science-Eagle -
Kerbal Space Program 1.4.5 and Making History 1.4 is live!
Blasty McBlastblast replied to UomoCapra's topic in 2018
Just noticed this cool engine lighting effect, is it new this patch or have I been blind? -
It took longer than expected but I think I've finalised my 150t capacity re-usable launcher! I went for a rocket with core stage + 4 boosters (onion style fuel flow), everything splashes down or lands intact so that it can be recovered for reuse. https://kerbalx.com/blasty_mcblastblast/Duna-Outpost-CYS-launcher Spoiler below contains a test flight with an over-large dummy mass of 180t to 100km orbit.
-
@Norcalplanner I was having similar thoughts, although settled on 150t payloads to allow a little leeway for fuelling in orbit before transfer. My current initial payload (after many iterations) looks a little like this so far: After being placed into orbit, the transfer craft has just enough fuel to detach and fly to Minmus for refuelling (maybe 2 trips to top up everything), then I should be underway at the first transfer window. Using USI-LS, there is enough supplies on board to last a full return journey (if things go badly), but once landed I should be able to produce more than I consume insitu. I have also devised a cunning landing method whereby all surface gear enters together, then separates above the landing site. Each module's chutes deploy at slightly different heights so they spread out and won't land on top of one another (or despawn because of in-flight distance!)
-
Can i upload missions here
Blasty McBlastblast replied to Xd the great's topic in KSP1 Challenges & Mission ideas
general challenges go here, mission reports go into mission reports missions for making history dlc go into making history missions -
@qzgy all "hardware and all fuel used for interplanetary transfers must be launched using the SLV" reads to me that the transfer stage must come as part of the NPM, no matter how quick you are! Also: yeah, has the rule on returning Kerbs changed? I thought they could stay on Duna indefinitely once you get the big four (backup plan, duna space station, duna space bus, and positive uplink) and so long as you could feed and house them?
-
Tethers? Anyone?
Blasty McBlastblast replied to Pistache's topic in KSP1 Suggestions & Development Discussion
@DoctorDavinci who needs a beam to tractor stuff?! -
Tethers? Anyone?
Blasty McBlastblast replied to Pistache's topic in KSP1 Suggestions & Development Discussion
with a tether i could tow my craft instead of push... -
Mountain lake landing challenge
Blasty McBlastblast replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
@Klapaucius no mods, the ground scatters a stock option in the general game settings. You can't interact with the trees (but there is a mod to fix that) so they just look pretty, also often they wont appear until you do an F5 quick load (it's some kind of bug I think) -
nice!
- 13 replies
-
- 2
-
-
- yay?
- maybe ive had this before?
-
(and 2 more)
Tagged with:
-
I always rinse new mods in lemon juice under the light of a full moon to remove viruses...
-
"Part Time Action Men" - stuntmen available for all your action movie kerballing needs! call Wernher today for a quote!!
-
I had a rescue contract for a landed kerbonaut on the mun, but every time I got within 2.3km the stranded craft would spontaneously explode. Many, many attempts were made to approach gently from various directions, but death was always the result.
-
Lagrange points as stable orbit locations only makes sense if there is some mechanism making all other orbits decay or become unstable, having one without the other is kind of pointless. Currently all orbits are stable, and by introducing decay or instability you would detract from the entry level fun and friendly nature of KSP Having said that, it would be nice to have some educational DLC covering the finer details of real orbits (legrange points, procession, solar pressure, lumpy gravity, atmosphere decay, etc..)
-
Mountain lake landing challenge
Blasty McBlastblast replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
oooh badges! -
Centre view on craft
Blasty McBlastblast replied to Scarecrow's topic in KSP1 Gameplay Questions and Tutorials
use the tilda ~ (the wiggly line next to the 1 button) backspace is now your abort hotkey -
you could try signing up to github, then following the prompts there are some other options for sharing listed in the sub forums i recommended: